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Rules for my own game

 Post subject: Re: Rules for my own game
PostPosted: Mon Oct 10, 2011 7:22 am 
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This is shaping up very nicely!

I like the concept: lots of units + real weapons + pre-loaded C&C (+ creative commons license, i.e. a true living rulebook :) )

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 Post subject: Re: Rules for my own game
PostPosted: Mon Oct 10, 2011 9:53 am 
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short story in OP's P could be do with being tightened up - it's a bit silted and unnatural. Hena? can I play ;)

read the rules too - modern combat, with orcses? interesting, but it's going to need some smart work to not feel derivative.


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 Post subject: Re: Rules for my own game
PostPosted: Mon Oct 10, 2011 9:37 pm 
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Just had patient cancel and noticed this topic...

Quick browse and looks like quite a well organised and slickly presented document.

Skimming through other thread is the main idea or USP to be able to have more units on table and still be able to complete game in reasonable time?? If so I'm all for that.

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 Post subject: Re: Rules for my own game
PostPosted: Tue Oct 11, 2011 3:53 am 
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it still ain't great literature:


Thuanlen breathed in softly, watching the target and arrow drift out of alignment as he did. He breathed out slowly, releasing the arrow as it dipped back into alignment. At moments like this he was aware of everything around him; the humming bowstring, the grass around his feet, the trees at the edge of the practice glade. The arrow shook slightly as it buried itself a little off the target's centre.

Thuanlen frowned and pulled another, but a voice in his ear interrupted. It was Fuir'daen.

“Still practising?” her voice held a trace of amusement.

“The elven long bow is considered the finest of all bows and has been protector of our realm for a long time,” his voice relaxed slightly as he loosed the bolt, “It is a noble legacy, just like that sword you carry.”

Fuir'daen smiled in his ear, “I am not that interested in history myself. For me it is about the physicality. Sword-fighting tests your body like little else. That balance of strength and suppleness is hard to find elsewhere. Speaking of which, our orders have come through.

“We move?”

“We move, probably before nightfall. As soon as the Alorien 23rd arrive.”

Thuanlen hummed softly as he walked to collect his arrows.

“The Alorien 23rd? Aren't they mostly new recruits?”

“From what I gather. Straight from barracks, not yet seen combat. I think that's why we're going along. See you in a minute”

Thuanlen thumbed his ear piece off and shouldered his assault rifle. It nestled neatly on his back, next to the antique bow. It was good to remember where you came from.

---

Hena - the more I think about the command stack system, the more I like it. I'm not sure how much use the navy will get though - you don't see many water boards, and even less beach ones.


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 Post subject: Re: Rules for my own game
PostPosted: Sat Oct 29, 2011 9:51 pm 
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Command stack looks interesting, would be good to play it through or read a bat rep to get a better idea of it in action.

Does this ruleset make low-activation armies more viable than EA – looks similar in that respect at a glance?

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 Post subject: Re: Rules for my own game
PostPosted: Sun Oct 30, 2011 4:42 am 
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Hena wrote:
Hmm 34 downloads, but almost no comments or questions about the rules. I was going to post a battle report of a test game, but that test game fell through so decided to see if I can get anything out of woodwork in this manner.


World enough and time... I'll try to have a closer look: I like the basic concept.


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 Post subject: Re: Rules for my own game
PostPosted: Mon Oct 31, 2011 12:47 am 
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sorry, i got distracted by another homemade game. ironically - it's a navy one ;)


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